Difference between revisions of "Poltergeist"

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{{flavour|Poltergeists are undead spirits who delight in causing trouble for the living. Completely incorporeal, they interact with the physical world by possessing small objects and making them fly through the air. They can use this to fight with weapons as well as the living do, as well as gain the protective benefits of many different hats, boots, gloves, and cloaks at once, though body armour is too large for them to manipulate in this fashion. At higher levels of experience, they can even control these possessed objects at a distance from time to time, harassing their foes with a barrage of unruly armour.
 
{{flavour|Poltergeists are undead spirits who delight in causing trouble for the living. Completely incorporeal, they interact with the physical world by possessing small objects and making them fly through the air. They can use this to fight with weapons as well as the living do, as well as gain the protective benefits of many different hats, boots, gloves, and cloaks at once, though body armour is too large for them to manipulate in this fashion. At higher levels of experience, they can even control these possessed objects at a distance from time to time, harassing their foes with a barrage of unruly armour.
  
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*'''[[Floating]]''': Poltergeists' insubstantial bodies float through the air, flying permanently.
 
*'''[[Floating]]''': Poltergeists' insubstantial bodies float through the air, flying permanently.
 
*'''Formless 1:''' Poltergeists may equip any combination of six items of auxiliary armour ([[hat]]s, [[helmet]]s, [[gloves]], [[boots]], [[cloak]]s, and [[scarf|scarves]]). They cannot wear body armour, and cannot train the [[Armour]] skill.
 
*'''Formless 1:''' Poltergeists may equip any combination of six items of auxiliary armour ([[hat]]s, [[helmet]]s, [[gloves]], [[boots]], [[cloak]]s, and [[scarf|scarves]]). They cannot wear body armour, and cannot train the [[Armour]] skill.
*'''Trickster''': Poltergeists gain <code>3 + XL / 6</code> AC when an nearby monster is debuffed (not counting poison or constriction), then 1 AC for every following monster, capped at <code>6 + XL * 4/5</code>. (Past +15 AC, the chance to get +1 AC is 50%).
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*'''Trickster''': When inflicting debuffs on an enemy in [[LOS]] (not counting poison or constriction, but including debuffs from [[allies]]), Poltergeists gain <code>3 + XL / 6</code> AC for the first debuffed enemy, then +1 AC for every enemy thereafter. If the bonus is already at +15 AC or more, the chance to get AC is halved. In addition, there is a cap at <code>6 + XL * 4/5</code>. This bonus decays over time, at a rate of -1 AC per 3.0 [[decaAut]].
  
 
Poltergeists have a base [[Strength]] of 4, [[Intelligence]] of 10 and [[Dexterity]] of 9 (before Background modifiers) and have normal base [[magic points]].
 
Poltergeists have a base [[Strength]] of 4, [[Intelligence]] of 10 and [[Dexterity]] of 9 (before Background modifiers) and have normal base [[magic points]].
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*+4 [[willpower]] per level.
 
*+4 [[willpower]] per level.
 
*At XL 13, they gain the '''Cacophony''' ability. For each piece of armour equipped, an allied '''haunted armour''' is summoned. These allies will not stray more than 2 tiles from the player, and their attacks may [[daze]], [[drain]] or [[confuse]] their targets. For the duration you create a loud noise. The ability has an experience-based cooldown longer than most other comparable effects, and is very noisy for its full duration. (Coded as the '''Formless 2''' mutation.)
 
*At XL 13, they gain the '''Cacophony''' ability. For each piece of armour equipped, an allied '''haunted armour''' is summoned. These allies will not stray more than 2 tiles from the player, and their attacks may [[daze]], [[drain]] or [[confuse]] their targets. For the duration you create a loud noise. The ability has an experience-based cooldown longer than most other comparable effects, and is very noisy for its full duration. (Coded as the '''Formless 2''' mutation.)
 +
**This ability may be used even if worshipping [[Okawaru]].
  
 
==Starting Skills and Equipment==
 
==Starting Skills and Equipment==
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==Strategy==
 
==Strategy==
 
Ways of inflicting debuffs include:
 
Ways of inflicting debuffs include:
*Spells: [[Hexes]] are the most obvious to use due to the +4 aptitude, though they still have good +1 apts for [[Necromancy]] and [[Alchemy]] that can both debuff and either provide allies or deal direct damage. While Hexes will eventually fall off lategame due to higher will and infinite will enemies, the +4 aptitude makes it cheap to invest (and easy to switch(. In addition, it can bridge into [[Summonings]], as both [[Summon Mana Viper]] and [[Sphinx Sister]]s are part Hexes.
+
*'''Spells''': [[Hexes]] are the most obvious to use due to the +4 aptitude, though they still have good +1 apts for [[Necromancy]] and [[Alchemy]] that can both debuff and either provide allies or deal direct damage. While Hexes will eventually fall off lategame due to higher will and infinite will enemies, the +4 aptitude makes it cheap to invest (and easy to switch). In addition, it can bridge into [[Summonings]], as both [[Summon Mana Viper]] and [[Sphinx Sisters]] are part Hexes.
*Weapons of [[Draining_(brand)|draining]] and [[chaos]] are much better, as they can both inflict status debuffs. Chaos can set up [[stab]]s, but could give an enemy a positive effect.
+
*'''Weapons of [[Draining_(brand)|draining]] and [[chaos]]''' are much better on Poltergeists than other species, as both brands can both inflict status debuffs. Chaos can set up [[stab]]s, but could give an enemy a positive-for-the-defender effect.
*Certain items, like a [[wand of acid]]/[[wand of light]], [[phial of floods]], or [[dart]]s (other than poison darts), can inflict debuffs.
+
*'''Evocable / throwing items''', like [[wand of acid|wands of acid]]/[[wand of light|wands of light]], a [[phial of floods]], or [[dart]]s (other than poison darts), can inflict debuffs and are relatively common.
*[[God|God choice]] can help out significantly when early item luck runs dry.
+
*'''[[God|God choice]]''' can help out significantly when early item luck runs dry.
**'''Gods with passive debuffs:''' Includes [[Hepliaklqana]]'s hexer ancestor, [[Uskayaw]] Line Pass and Solo Time, and [[Ru]]'s aura. [[Xom]] always presents some degree of risk, but can regularly defeat or hinder enemies for free and can provide strong chaos weapons.
+
**Gods with passive debuffs: Includes [[Hepliaklqana]]'s hexer ancestor, [[Uskayaw]] Line Pass and Solo Time, and [[Ru]]'s aura. [[Xom]] always presents some degree of risk, but can regularly defeat or hinder enemies for free and can provide strong chaos weapons.
**'''Cheap active ability debuffs:''' [[Kikubaaqudgha]] provides Sign of Ruin and helps find Necromancy spells. [[Makhleb]]'s Destruction (3 of 4 types have a 50% chance to debuff) and certain demon summons have debuffs. [[Nemelex]] has a variety of cards to inflict statuses, with the deck of destruction having many. [[Fedhas]]' Ballistomycetes can inflict confusion without checking willpower or HD.
+
**Cheap active ability debuffs: [[Kikubaaqudgha]] provides Sign of Ruin and helps find Necromancy spells. [[Makhleb]]'s Destruction (3 of 4 types have a 50% chance to debuff) and certain demon summons have debuffs. [[Nemelex]] has a variety of cards to inflict statuses, with the deck of destruction having many. [[Fedhas]]' Ballistomycetes can inflict confusion without checking willpower or HD, and oklobs corrode.
**'''Indirect:''' [[Sif Muna]] can help find relevant spells. [[Dithmenos]]' shadow mimic can copy your debuff spells.
+
**Indirect: [[Sif Muna]] can help find relevant spells. [[Dithmenos]]' shadow mimic can copy your debuff spells.
 
**[[Gozag]]'s gold distraction aura '''does not''' count as a debuff, and is thus worse off for Poltergeists than most other species.
 
**[[Gozag]]'s gold distraction aura '''does not''' count as a debuff, and is thus worse off for Poltergeists than most other species.
  

Latest revision as of 09:49, 23 November 2025

Version 0.33: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
Poltergeists are undead spirits who delight in causing trouble for the living. Completely incorporeal, they interact with the physical world by possessing small objects and making them fly through the air. They can use this to fight with weapons as well as the living do, as well as gain the protective benefits of many different hats, boots, gloves, and cloaks at once, though body armour is too large for them to manipulate in this fashion. At higher levels of experience, they can even control these possessed objects at a distance from time to time, harassing their foes with a barrage of unruly armour.

Their superlative aptitude for both stealth and hexes make them powerful enchanters, and they are adequate at most other forms of magic, though they struggle with conjurations. They are adept with short blades, if a little below average with heavier weapons, and their lack of a physical body makes them terrible at unarmed combat. The same power they used to possess objects makes them natural experts at throwing.

Finally, their nature as spirits of bad luck also grants them temporary AC whenever they inflict maladies upon their enemies.

Poltergeists are an insubstantial undead species with interchangeable auxiliary armour.

Innate Abilities

Poltergeists have a base Strength of 4, Intelligence of 10 and Dexterity of 9 (before Background modifiers) and have normal base magic points.

Preferred Backgrounds

Poltergeists are forbidden from becoming Shapeshifters.

Level Bonuses

  • +1 dexterity or intelligence every 5th level.
  • 10% less hit points than average.
  • +4 willpower per level.
  • At XL 13, they gain the Cacophony ability. For each piece of armour equipped, an allied haunted armour is summoned. These allies will not stray more than 2 tiles from the player, and their attacks may daze, drain or confuse their targets. For the duration you create a loud noise. The ability has an experience-based cooldown longer than most other comparable effects, and is very noisy for its full duration. (Coded as the Formless 2 mutation.)
    • This ability may be used even if worshipping Okawaru.

Starting Skills and Equipment

Poltergeists start with all the skills and equipment listed for their background, with the following exception:

  • Body armour is replaced with a +1 cloak.

Difficulty of Play

SimpleIntermediateAdvanced

While Poltergeists have a large amount of built-in resistances and immunities, their low HP and inability to wear body armour makes their base defenses bad, especially early on, when aux armour items have not been found. Thus, they'll tend to lean heavily into inflicting debuffs to benefit from the Trickster passive.

The unlucky XL 13 grants poltergeists a strong (if infrequently-available) ability in Cacophony, which immediately surrounds them in allies that can inflict debuffs. This can help substantially with covering an escape to a staircase or to overwhelm individual foes, but should be used with a fair bit of caution on unknown floors or floors with known vaults due to being extremely loud for the entire duration.

Skill aptitudes

The higher the value, the better the aptitude.

Skill Aptitude Skill Aptitude Skill Aptitude
Attack Miscellaneous Magic
Fighting -1 Armour N/A Spellcasting -1
Dodging 1
Maces & Flails -2 Shields -1 Conjurations -3
Axes -1 Stealth 5 Hexes 4
Polearms -1 Summonings 0
Staves -2 Invocations -1 Necromancy 1
Unarmed Combat -3 Evocations -1 Forgecraft -1
Throwing 2 Shapeshifting N/A Translocations 0
Alchemy 1
Short Blades 1 Fire Magic -1
Long Blades 0 Ice Magic 1
Ranged Weapons -2 Air Magic 1
Experience 0 Earth Magic -1

Strategy

Ways of inflicting debuffs include:

  • Spells: Hexes are the most obvious to use due to the +4 aptitude, though they still have good +1 apts for Necromancy and Alchemy that can both debuff and either provide allies or deal direct damage. While Hexes will eventually fall off lategame due to higher will and infinite will enemies, the +4 aptitude makes it cheap to invest (and easy to switch). In addition, it can bridge into Summonings, as both Summon Mana Viper and Sphinx Sisters are part Hexes.
  • Weapons of draining and chaos are much better on Poltergeists than other species, as both brands can both inflict status debuffs. Chaos can set up stabs, but could give an enemy a positive-for-the-defender effect.
  • Evocable / throwing items, like wands of acid/wands of light, a phial of floods, or darts (other than poison darts), can inflict debuffs and are relatively common.
  • God choice can help out significantly when early item luck runs dry.
    • Gods with passive debuffs: Includes Hepliaklqana's hexer ancestor, Uskayaw Line Pass and Solo Time, and Ru's aura. Xom always presents some degree of risk, but can regularly defeat or hinder enemies for free and can provide strong chaos weapons.
    • Cheap active ability debuffs: Kikubaaqudgha provides Sign of Ruin and helps find Necromancy spells. Makhleb's Destruction (3 of 4 types have a 50% chance to debuff) and certain demon summons have debuffs. Nemelex has a variety of cards to inflict statuses, with the deck of destruction having many. Fedhas' Ballistomycetes can inflict confusion without checking willpower or HD, and oklobs corrode.
    • Indirect: Sif Muna can help find relevant spells. Dithmenos' shadow mimic can copy your debuff spells.
    • Gozag's gold distraction aura does not count as a debuff, and is thus worse off for Poltergeists than most other species.

History

Species
Simple Mountain DwarfMinotaurMerfolkGargoyleDraconianTrollDeep ElfArmataurGnoll
Intermediate HumanKoboldDemonspawnDjinniSprigganRevenantTenguOniBarachi
Advanced CoglinVine StalkerPoltergeistDemigodFormicidNagaOctopodeFelidMummy